| // Copyright 2016 The Go Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style |
| // license that can be found in the LICENSE file. |
| |
| // Package vector provides a rasterizer for 2-D vector graphics. |
| package vector // import "golang.org/x/image/vector" |
| |
| // The rasterizer's design follows |
| // https://medium.com/@raphlinus/inside-the-fastest-font-renderer-in-the-world-75ae5270c445 |
| // |
| // Proof of concept code is in |
| // https://github.com/google/font-go |
| // |
| // See also: |
| // http://nothings.org/gamedev/rasterize/ |
| // http://projects.tuxee.net/cl-vectors/section-the-cl-aa-algorithm |
| // https://people.gnome.org/~mathieu/libart/internals.html#INTERNALS-SCANLINE |
| |
| import ( |
| "image" |
| "image/color" |
| "image/draw" |
| "math" |
| |
| "golang.org/x/image/math/f32" |
| ) |
| |
| func midPoint(p, q f32.Vec2) f32.Vec2 { |
| return f32.Vec2{ |
| (p[0] + q[0]) * 0.5, |
| (p[1] + q[1]) * 0.5, |
| } |
| } |
| |
| func lerp(t float32, p, q f32.Vec2) f32.Vec2 { |
| return f32.Vec2{ |
| p[0] + t*(q[0]-p[0]), |
| p[1] + t*(q[1]-p[1]), |
| } |
| } |
| |
| func clamp(i, width int32) uint { |
| if i < 0 { |
| return 0 |
| } |
| if i < width { |
| return uint(i) |
| } |
| return uint(width) |
| } |
| |
| // NewRasterizer returns a new Rasterizer whose rendered mask image is bounded |
| // by the given width and height. |
| func NewRasterizer(w, h int) *Rasterizer { |
| return &Rasterizer{ |
| bufF32: make([]float32, w*h), |
| size: image.Point{w, h}, |
| } |
| } |
| |
| // Raster is a 2-D vector graphics rasterizer. |
| // |
| // The zero value is usable, in that it is a Rasterizer whose rendered mask |
| // image has zero width and zero height. Call Reset to change its bounds. |
| type Rasterizer struct { |
| // bufXxx are buffers of float32 or uint32 values, holding either the |
| // individual or cumulative area values. |
| // |
| // We don't actually need both values at any given time, and to conserve |
| // memory, the integration of the individual to the cumulative could modify |
| // the buffer in place. In other words, we could use a single buffer, say |
| // of type []uint32, and add some math.Float32bits and math.Float32frombits |
| // calls to satisfy the compiler's type checking. As of Go 1.7, though, |
| // there is a performance penalty between: |
| // bufF32[i] += x |
| // and |
| // bufU32[i] = math.Float32bits(x + math.Float32frombits(bufU32[i])) |
| // |
| // See golang.org/issue/17220 for some discussion. |
| // |
| // TODO: use bufU32 in the fixed point math implementation. |
| bufF32 []float32 |
| bufU32 []uint32 |
| |
| size image.Point |
| first f32.Vec2 |
| pen f32.Vec2 |
| |
| // DrawOp is the operator used for the Draw method. |
| // |
| // The zero value is draw.Over. |
| DrawOp draw.Op |
| |
| // TODO: an exported field equivalent to the mask point in the |
| // draw.DrawMask function in the stdlib image/draw package? |
| } |
| |
| // Reset resets a Rasterizer as if it was just returned by NewRasterizer. |
| // |
| // This includes setting z.DrawOp to draw.Over. |
| func (z *Rasterizer) Reset(w, h int) { |
| if n := w * h; n > cap(z.bufF32) { |
| z.bufF32 = make([]float32, n) |
| } else { |
| z.bufF32 = z.bufF32[:n] |
| for i := range z.bufF32 { |
| z.bufF32[i] = 0 |
| } |
| } |
| z.size = image.Point{w, h} |
| z.first = f32.Vec2{} |
| z.pen = f32.Vec2{} |
| z.DrawOp = draw.Over |
| } |
| |
| // Size returns the width and height passed to NewRasterizer or Reset. |
| func (z *Rasterizer) Size() image.Point { |
| return z.size |
| } |
| |
| // Bounds returns the rectangle from (0, 0) to the width and height passed to |
| // NewRasterizer or Reset. |
| func (z *Rasterizer) Bounds() image.Rectangle { |
| return image.Rectangle{Max: z.size} |
| } |
| |
| // Pen returns the location of the path-drawing pen: the last argument to the |
| // most recent XxxTo call. |
| func (z *Rasterizer) Pen() f32.Vec2 { |
| return z.pen |
| } |
| |
| // ClosePath closes the current path. |
| func (z *Rasterizer) ClosePath() { |
| z.LineTo(z.first) |
| } |
| |
| // MoveTo starts a new path and moves the pen to a. |
| // |
| // The coordinates are allowed to be out of the Rasterizer's bounds. |
| func (z *Rasterizer) MoveTo(a f32.Vec2) { |
| z.first = a |
| z.pen = a |
| } |
| |
| // LineTo adds a line segment, from the pen to b, and moves the pen to b. |
| // |
| // The coordinates are allowed to be out of the Rasterizer's bounds. |
| func (z *Rasterizer) LineTo(b f32.Vec2) { |
| // TODO: add a fixed point math implementation. |
| z.floatingLineTo(b) |
| } |
| |
| // QuadTo adds a quadratic Bézier segment, from the pen via b to c, and moves |
| // the pen to c. |
| // |
| // The coordinates are allowed to be out of the Rasterizer's bounds. |
| func (z *Rasterizer) QuadTo(b, c f32.Vec2) { |
| a := z.pen |
| devsq := devSquared(a, b, c) |
| if devsq >= 0.333 { |
| const tol = 3 |
| n := 1 + int(math.Sqrt(math.Sqrt(tol*float64(devsq)))) |
| t, nInv := float32(0), 1/float32(n) |
| for i := 0; i < n-1; i++ { |
| t += nInv |
| ab := lerp(t, a, b) |
| bc := lerp(t, b, c) |
| z.LineTo(lerp(t, ab, bc)) |
| } |
| } |
| z.LineTo(c) |
| } |
| |
| // CubeTo adds a cubic Bézier segment, from the pen via b and c to d, and moves |
| // the pen to d. |
| // |
| // The coordinates are allowed to be out of the Rasterizer's bounds. |
| func (z *Rasterizer) CubeTo(b, c, d f32.Vec2) { |
| a := z.pen |
| devsq := devSquared(a, b, d) |
| if devsqAlt := devSquared(a, c, d); devsq < devsqAlt { |
| devsq = devsqAlt |
| } |
| if devsq >= 0.333 { |
| const tol = 3 |
| n := 1 + int(math.Sqrt(math.Sqrt(tol*float64(devsq)))) |
| t, nInv := float32(0), 1/float32(n) |
| for i := 0; i < n-1; i++ { |
| t += nInv |
| ab := lerp(t, a, b) |
| bc := lerp(t, b, c) |
| cd := lerp(t, c, d) |
| abc := lerp(t, ab, bc) |
| bcd := lerp(t, bc, cd) |
| z.LineTo(lerp(t, abc, bcd)) |
| } |
| } |
| z.LineTo(d) |
| } |
| |
| // devSquared returns a measure of how curvy the sequnce a to b to c is. It |
| // determines how many line segments will approximate a Bézier curve segment. |
| // |
| // http://lists.nongnu.org/archive/html/freetype-devel/2016-08/msg00080.html |
| // gives the rationale for this evenly spaced heuristic instead of a recursive |
| // de Casteljau approach: |
| // |
| // The reason for the subdivision by n is that I expect the "flatness" |
| // computation to be semi-expensive (it's done once rather than on each |
| // potential subdivision) and also because you'll often get fewer subdivisions. |
| // Taking a circular arc as a simplifying assumption (ie a spherical cow), |
| // where I get n, a recursive approach would get 2^⌈lg n⌉, which, if I haven't |
| // made any horrible mistakes, is expected to be 33% more in the limit. |
| func devSquared(a, b, c f32.Vec2) float32 { |
| devx := a[0] - 2*b[0] + c[0] |
| devy := a[1] - 2*b[1] + c[1] |
| return devx*devx + devy*devy |
| } |
| |
| // Draw implements the Drawer interface from the standard library's image/draw |
| // package. |
| // |
| // The vector paths previously added via the XxxTo calls become the mask for |
| // drawing src onto dst. |
| func (z *Rasterizer) Draw(dst draw.Image, r image.Rectangle, src image.Image, sp image.Point) { |
| // TODO: adjust r and sp (and mp?) if src.Bounds() doesn't contain |
| // r.Add(sp.Sub(r.Min)). |
| |
| if src, ok := src.(*image.Uniform); ok { |
| srcR, srcG, srcB, srcA := src.RGBA() |
| switch dst := dst.(type) { |
| case *image.Alpha: |
| // Fast path for glyph rendering. |
| if srcA == 0xffff { |
| if z.DrawOp == draw.Over { |
| z.rasterizeDstAlphaSrcOpaqueOpOver(dst, r) |
| } else { |
| z.rasterizeDstAlphaSrcOpaqueOpSrc(dst, r) |
| } |
| return |
| } |
| case *image.RGBA: |
| if z.DrawOp == draw.Over { |
| z.rasterizeDstRGBASrcUniformOpOver(dst, r, srcR, srcG, srcB, srcA) |
| } else { |
| z.rasterizeDstRGBASrcUniformOpSrc(dst, r, srcR, srcG, srcB, srcA) |
| } |
| return |
| } |
| } |
| |
| if z.DrawOp == draw.Over { |
| z.rasterizeOpOver(dst, r, src, sp) |
| } else { |
| z.rasterizeOpSrc(dst, r, src, sp) |
| } |
| } |
| |
| func (z *Rasterizer) accumulateMask() { |
| if n := z.size.X * z.size.Y; n > cap(z.bufU32) { |
| z.bufU32 = make([]uint32, n) |
| } else { |
| z.bufU32 = z.bufU32[:n] |
| } |
| floatingAccumulateMask(z.bufU32, z.bufF32) |
| } |
| |
| func (z *Rasterizer) rasterizeDstAlphaSrcOpaqueOpOver(dst *image.Alpha, r image.Rectangle) { |
| // TODO: add SIMD implementations. |
| // TODO: add a fixed point math implementation. |
| // TODO: non-zero vs even-odd winding? |
| if r == dst.Bounds() && r == z.Bounds() { |
| // We bypass the z.accumulateMask step and convert straight from |
| // z.bufF32 to dst.Pix. |
| floatingAccumulateOpOver(dst.Pix, z.bufF32) |
| return |
| } |
| |
| z.accumulateMask() |
| pix := dst.Pix[dst.PixOffset(r.Min.X, r.Min.Y):] |
| for y, y1 := 0, r.Max.Y-r.Min.Y; y < y1; y++ { |
| for x, x1 := 0, r.Max.X-r.Min.X; x < x1; x++ { |
| ma := z.bufU32[y*z.size.X+x] |
| i := y*dst.Stride + x |
| |
| // This formula is like rasterizeOpOver's, simplified for the |
| // concrete dst type and opaque src assumption. |
| a := 0xffff - ma |
| pix[i] = uint8((uint32(pix[i])*0x101*a/0xffff + ma) >> 8) |
| } |
| } |
| } |
| |
| func (z *Rasterizer) rasterizeDstAlphaSrcOpaqueOpSrc(dst *image.Alpha, r image.Rectangle) { |
| // TODO: add SIMD implementations. |
| // TODO: add a fixed point math implementation. |
| // TODO: non-zero vs even-odd winding? |
| if r == dst.Bounds() && r == z.Bounds() { |
| // We bypass the z.accumulateMask step and convert straight from |
| // z.bufF32 to dst.Pix. |
| floatingAccumulateOpSrc(dst.Pix, z.bufF32) |
| return |
| } |
| |
| z.accumulateMask() |
| pix := dst.Pix[dst.PixOffset(r.Min.X, r.Min.Y):] |
| for y, y1 := 0, r.Max.Y-r.Min.Y; y < y1; y++ { |
| for x, x1 := 0, r.Max.X-r.Min.X; x < x1; x++ { |
| ma := z.bufU32[y*z.size.X+x] |
| |
| // This formula is like rasterizeOpSrc's, simplified for the |
| // concrete dst type and opaque src assumption. |
| pix[y*dst.Stride+x] = uint8(ma >> 8) |
| } |
| } |
| } |
| |
| func (z *Rasterizer) rasterizeDstRGBASrcUniformOpOver(dst *image.RGBA, r image.Rectangle, sr, sg, sb, sa uint32) { |
| z.accumulateMask() |
| pix := dst.Pix[dst.PixOffset(r.Min.X, r.Min.Y):] |
| for y, y1 := 0, r.Max.Y-r.Min.Y; y < y1; y++ { |
| for x, x1 := 0, r.Max.X-r.Min.X; x < x1; x++ { |
| ma := z.bufU32[y*z.size.X+x] |
| |
| // This formula is like rasterizeOpOver's, simplified for the |
| // concrete dst type and uniform src assumption. |
| a := 0xffff - (sa * ma / 0xffff) |
| i := y*dst.Stride + 4*x |
| pix[i+0] = uint8(((uint32(pix[i+0])*0x101*a + sr*ma) / 0xffff) >> 8) |
| pix[i+1] = uint8(((uint32(pix[i+1])*0x101*a + sg*ma) / 0xffff) >> 8) |
| pix[i+2] = uint8(((uint32(pix[i+2])*0x101*a + sb*ma) / 0xffff) >> 8) |
| pix[i+3] = uint8(((uint32(pix[i+3])*0x101*a + sa*ma) / 0xffff) >> 8) |
| } |
| } |
| } |
| |
| func (z *Rasterizer) rasterizeDstRGBASrcUniformOpSrc(dst *image.RGBA, r image.Rectangle, sr, sg, sb, sa uint32) { |
| z.accumulateMask() |
| pix := dst.Pix[dst.PixOffset(r.Min.X, r.Min.Y):] |
| for y, y1 := 0, r.Max.Y-r.Min.Y; y < y1; y++ { |
| for x, x1 := 0, r.Max.X-r.Min.X; x < x1; x++ { |
| ma := z.bufU32[y*z.size.X+x] |
| |
| // This formula is like rasterizeOpSrc's, simplified for the |
| // concrete dst type and uniform src assumption. |
| i := y*dst.Stride + 4*x |
| pix[i+0] = uint8((sr * ma / 0xffff) >> 8) |
| pix[i+1] = uint8((sg * ma / 0xffff) >> 8) |
| pix[i+2] = uint8((sb * ma / 0xffff) >> 8) |
| pix[i+3] = uint8((sa * ma / 0xffff) >> 8) |
| } |
| } |
| } |
| |
| func (z *Rasterizer) rasterizeOpOver(dst draw.Image, r image.Rectangle, src image.Image, sp image.Point) { |
| z.accumulateMask() |
| out := color.RGBA64{} |
| outc := color.Color(&out) |
| for y, y1 := 0, r.Max.Y-r.Min.Y; y < y1; y++ { |
| for x, x1 := 0, r.Max.X-r.Min.X; x < x1; x++ { |
| sr, sg, sb, sa := src.At(sp.X+x, sp.Y+y).RGBA() |
| ma := z.bufU32[y*z.size.X+x] |
| |
| // This algorithm comes from the standard library's image/draw |
| // package. |
| dr, dg, db, da := dst.At(r.Min.X+x, r.Min.Y+y).RGBA() |
| a := 0xffff - (sa * ma / 0xffff) |
| out.R = uint16((dr*a + sr*ma) / 0xffff) |
| out.G = uint16((dg*a + sg*ma) / 0xffff) |
| out.B = uint16((db*a + sb*ma) / 0xffff) |
| out.A = uint16((da*a + sa*ma) / 0xffff) |
| |
| dst.Set(r.Min.X+x, r.Min.Y+y, outc) |
| } |
| } |
| } |
| |
| func (z *Rasterizer) rasterizeOpSrc(dst draw.Image, r image.Rectangle, src image.Image, sp image.Point) { |
| z.accumulateMask() |
| out := color.RGBA64{} |
| outc := color.Color(&out) |
| for y, y1 := 0, r.Max.Y-r.Min.Y; y < y1; y++ { |
| for x, x1 := 0, r.Max.X-r.Min.X; x < x1; x++ { |
| sr, sg, sb, sa := src.At(sp.X+x, sp.Y+y).RGBA() |
| ma := z.bufU32[y*z.size.X+x] |
| |
| // This algorithm comes from the standard library's image/draw |
| // package. |
| out.R = uint16(sr * ma / 0xffff) |
| out.G = uint16(sg * ma / 0xffff) |
| out.B = uint16(sb * ma / 0xffff) |
| out.A = uint16(sa * ma / 0xffff) |
| |
| dst.Set(r.Min.X+x, r.Min.Y+y, outc) |
| } |
| } |
| } |